for ( int i = 0; i < renderData.IndicesData.Size; i+= 9 ) // for each face
{
for ( int k = 0; k < 9; k += 3 ) // for each vertex
{
renderData.VerticesDataMarching.push_back ( renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 ) )); //try to get rid of these
renderData.VerticesDataMarching.push_back ( renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 )+1 ));
renderData.VerticesDataMarching.push_back ( renderData.VerticesData.at( ((faceElements.at( i+k )-1) * 3 )+2 ));
renderData.TextureCoordsDataMarching.push_back ( renderData.TextureCoordsData.at( ((faceElements.at( i+k+1 )-1) * 2 ) ));
renderData.TextureCoordsDataMarching.push_back ( renderData.TextureCoordsData.at( ((faceElements.at( i+k+1 )-1) * 2 )+1 ));
}
}
for ( int i = 0; i < (renderData.IndicesData.Size/3) ; i++ )
{
renderData.indicesMarching.push_back( i );
}
put this in at line 19 and bind the Marching stuff not the originals
and use renderData.indicesMarching as the pointer